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How is this a copy of puzzle quest!?
In Puzzle Quest you level up, have stats, learn spells/skills, get mounts, do quests, and hell even conquer cities! I see none of that in this game, you idiot!
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Machinechaos; that's not entirely true, it's a joint effort. The game creator has to include the kongregate API, but then a kong staff member(Greg) puts the badges in sometime later.
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@joye: It is not Kongregate's decision to put badges on the game, the game creator, or the person who uploaded the game such as rapaxus as we have here, to download the API.
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nice artwork, and gameplay is... "unique". I love how my opponent can complete a set EVERY SINGLE TURN and I sometimes have to wait 2 or 3 turns to complete 1 offensive attack
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@aensland. I see where you're getting at with the game not really being an RPG, but it certainly isn't just dumb luck.
You can make defensive plays aimed at limiting your opponent's options rather then just going for the obvious play every time.
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@cathaer: Huh? The save function and gameplay elements are the developer's problem, but saying "needs badges" is dumb. Developers have no control on if or when they get badges. That is Kongregate's decision.
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Oh yeah, no quit-to-menu or save/load function... massive no-no. There's little enough to entice people to keep playing, not being able to continue trying later must've turned away quite a few people.
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And what's up with asking me if I want to load *after* I skip the intro? So many little thoughtless things that I wonder if the creator spent much time playing his own game. Though I must say I like the artwork.
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It has potential, but in this state it is not working as either a puzzle game or an RPG. Most battles are based on luck rather than on any insight or skills. Make more balanced puzzles, add some stats, and you have a potential classic. It looks great enough.
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There's so much potential here. But with 7 kinds of cards in a small playing area, there's no chance for a decent puzzle. And it doesn't seem well thought-out: things like repetitive choosing of cards (duh, he's resistant to ice) and a drum-heavy track with no mute button, not being able to click on a town if you're already on it.. Needs much more work.
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It could be a good game...I HOPE there will be upgrades of the system.
It's not possible that sometimes the monsters are almost immortal ( even for the magic that they are weak ), and after they kill you you do them the correct amount of damage.
Is it a bug ? Or only a stupid system ?
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Excellent graphics, original combat interface, and a pretty good storyline. I am yet to figure out what resting in a town does, let alone the difference between the 20 gold and 100 gold rest, though. Great surprise at the Sanxion Academy, too. 4/5, I guess.
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@thinman: that's because people were expecting an RPG (where it's filed under), not a glorified puzzle game (which it is). Battle system savvy? Please... it's more like luck. All you have to do is get the appropriate 3-or-more in a row to damage him, or use the opponent's tiles to reduce damage done to you when he next hits you with the same type. HOW you plan for the next attack is largely dependent on what tiles you get dropped from the top. To be sure, I somewhat didn't mind it (mainly because I'm a story junky who doesn't like starting but not finishing things), and obviously you enjoyed it, but from the comments most people didn't. It needs some polishing up at the very least. And it was SLOW.
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Excellent game. I don't understand why people are whining about the combat system, it takes a lot more savvy then any other combat system that springs to mind.
Short though, with no flexibility on character development, and after finishing it I'm still not entirely sure about the effects of fatigue.
All in all, an original idea with a lot of potential, and I loved the art. 4/5.
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Been playing this game for a little while, enjoying it very much so far. Though I'd definitely say this is a puzzle game first, RPG second. A very solid Puzzle game though.
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@HypnoTech: the paths change colour after reaching the "main" town of each map and receiving the quest. Merely change them all and return to be given a new spell, before proceeding to the next map -- although you can change maps even without completing the quest. I don't know how that'll affect the story though. Like the others say, there's potential here, but right now it's unpolished. I especially hate the slow transitions and text (people don't read that slowly, they should've simply let the user click to advance the dialogue).
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Alright, I finished the game. Yeah, I figured out "patrolling" means going over the red/yellow paths until they all turned green. 3rd map was a surprise, didn't expect it to end like that. Story is ok... you just have to work on the damn battles.
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For a puzzle game, this is actually pretty good, IMO. It definitely has a few familiar qualities about it, but it's still well made. My only concern though is that there doesn't seem to be any real use to wandering off the main road, even though there are so many small towns on the outskirts... Then again, I only visited 3 of them on the first screen before giving up on looking. Who knows... maybe once in a while you might find something there like new spells, etc., seeing as the vultures on the second screen list Poison as their weakness. All in all, I'd give this a 2/5 +1 for effort from what I could stand to go through.
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this game feels unfinished...theres weaknesses and strangths listed for creatures that you dont have access to. the towns offer two types of sleep that seem to have no differing effects.
I think that when you release an unfinished product you should say something.